Oneirohero

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  1. I'm going to miss Galaxy City in it's current state, my very first heroes came from that city too. :<
  2. You could give the hurl animation little scripts that say "If you're out in a city zone, [Hurl] spawns /these/ items" then "If in an office, spawn these items instead" And all you need is a generic/legacy version for a place that doesn't fit the usual areas for specific spawning reasons.

    It's less damaging to your suspension of disbelief to throw a car around outside than it is inside an office building that's not otherwise depreceated.

    But it it were like Propel, I wouldn't be too bummed about it. I would stick with the rocks :P
  3. Quote:
    Originally Posted by Auroxis View Post
    Account one: Powerleveler.
    Account two: Main account.

    1. Main account creates a character.
    2. Powerleveler makes Main account's character ding 50.
    3. Main account gets a lot of PP's.
    4. Main account deletes the character.
    5. Repeat.
    Said character would only earn four badges. And assuming no points are given for level alone would make it a useless method for gaining paragon points.
  4. Quote:
    Originally Posted by Auroxis View Post
    Free players potentially quitting over this is bad enough. It is a big loss when a potential customer doesn't get to enjoy what your game offers before quitting.

    But that's not the only problem. People will use dual accounts to farm PP's.
    That should only become a problem if you can send paragon points to other accounts. If not, playing another account only nets you more character slots, that's it. You can't possibly get EVERYTHING by making more accounts if the rewards and points are bound to account.
  5. Quote:
    Originally Posted by Auroxis View Post
    Except that method encourages doing the challenging content, and doesn't lend itself to repetitiveness as you cannot get points from the same quest more than once, and there are i'm assuming lots of quests to get points from.

    Rewarding people for reaching 50 will encourage powerleveling, the worst form of content in the game.
    I'm sorry if my post wasn't clear.

    But free paragon points attached from reaching badge milestones isn't directly connected to power levelling. I mean there ARE only four badges to do with reaching levels. Additionally on a single character you can only earn a single badge once.

    If DDO give points for completing challenging content, why can't CoH give points to playing ALL the content? If anything there's badges to be gained in not power levelling too.
  6. This idea is not as stupid as you all think it is, in fact it might even encourage people to buy paragon points for feature purposes and for that I will explain more clearly

    I've played one hybrid MMO much like CoH is going to turn into, it's Dungeons and Dragons Online. They have VIPs, they have premiums and they have frees. THEY gave out free 'turbine points' every time your character earned enough 'favour' from quests, to get all the favour from a quest you needed to complete it at the hardest difficulty and unless someone else in the team already did it, required you to complete it on Normal and Hard before you could reach 'Elite'.

    The interval was regular I think, 50 favour = 25 points, and it continued steadily on until you pretty much did ALL the quests on their hardest difficulties. You could reincarnate your character to start the process all over again but reincarnation isn't the point of my suggestion.

    CoH doesn't have a favour system but they do have a Badge system you can use to keep track of things like this. Why not make it so every 50 badges you earn, you gain X amount of paragon points? The smart balance would be for the free player to unlock at least one nice thing through hard work alone, with some points left over.

    Now to the encouraging-to-spend part of the suggestion: You have left over points and a sale comes on for something like say, the next super-booster. You're only 100 points down but nowhere near to getting enough badges to earn it for free so what do you do? You buy the difference.


    That is how DDO did it, that's how I became a premium member because of it and if you think about it, it could work for CoH just as well.

    Give players a chance to earn a small amount of points for free to encourage them to spend points or decide "Hey this game is really good, VIP please!"
  7. Like I mentioned in another thread, one possible solution to the freebie player's tell situation is allowing them to send tells to friends.

    Nobody friends an RMTer, not unless they're a masochist.

    Sure they can't exactly send tells to strangers but it would make tells more useful for free players while keeping the spammers out.
  8. Oneirohero

    Your Face Here

    Seems a bit futuristic, but I found a solution to the statue issue, make them holographic!

    If they're holographic then you could have a statue as big as 30ft tall and there would be no collision-detection issues, you'd just pass through it.

    Could always have the statues rotate depending on who is in the zone, you don't always have to see your own character for it to work, it's kind of like the random praise from citizens, sometimes it's better to hear it every once in a while to make it seem like they care when you feel nobody does
  9. I do agree that free players do need a bit more communication support to get involved in the game, but I also agree that it shouldn't allow RMT crap to get through either.

    I think the Helpers idea is pretty good and does actually improve the helper's ability to help people long distances. But I also think that FRIENDS are allowed to send tells to each other regardless of account status. This bit is important because you might not want to be in helper status all the time where RMTers might take advantage of you, or you may even develop a friendship with a free player and don't want to have yourself limited just because they can't talk back wherever they are.

    You're certainly not going to friend an RMT spammer, so it fixes that issue.
  10. Quote:
    Originally Posted by Zwillinger View Post
    ...

    I don't know if any of you noticed but, this photograph has had something done to it known as shift-tilting. A technique that makes an ordinary sized photos appear as if it's tiny, a miniature.

    http://en.wikipedia.org/wiki/Miniature_faking

    With this said, and assuming I haven't read into something imaginary.

    Miniatures, miniaturisation?
  11. Quote:
    Originally Posted by synthozoic View Post
    Well what I've noticed is that when I log in, the server list is almost ranked in order of current user population. The ranking is violated only by putting the server you most recently logged out of the top of the list.

    I've noticed this logging in and out over time. It seems that the middle of the list does change in order from hour to hour even though I do nothing to interact with any of those servers in the middle of this. So, I think, what determines the ranking order is usage. The ranking starts at the top, excluding the one you've just interacted with most recently, and goes from least used to most heavily used. And over time you see that the least used servers occasionally shuffle a bit but remain close to the top of the list over time. And the most heavily used ones tend to stay towards the bottom.

    That's how I assume the ranking logic works behind the scenes.
    Actually, the further up the server is on the list (except for the top 'last visited' server), the lower it's population. It's why servers like Virtue and Freedom are always down at the bottom because they're the most populated.
  12. My hope is that it is City of Heroes 2.0 than CoH 2, like people have mentioned before, sequels don't often take off for MMOs and can actually kill itself, CoH /might/ do better depending on how well the sequel was made and also being the only good Superhero MMO on the market.

    But if they could keep their existing assets but allow the designers to be more creative, the powers to be more flexible, and other things that a new engine could provide. It's not like the current game is broken, a new engine could allow more different things to do that keep people playing.

    The attachment to characters is quite important, it's almost like no matter how many alts you make, more than 80% of them would make you sad if you ever had to leave them behind.
  13. Well, unnecessary usage of powers to lag up the place is pretty annoying, regardless of if you are a roleplayer or not. You're not going to need fire auras or stealth mists just to sell some salvage or buy inspirations.
  14. Oneirohero

    Overpowered?

    I haven't had first hand experience with being an incarnate, but I believe such powers only work from Lv45 and above, otherwise the incarnate abilities including level shifts are turned off for the purpose of exemplar you down to the level of the team or 'force you're on.

    But old content could also mean the high level 'force content like Statesman and Recluse. They technically do have difficulty options to make them harder so it's not like they can be too easy if you don't want them to. As of Issue 20 the highest level shift is around +3.

    But then you also have to consider that being an Incarnate is transcending yourself to a higher league of power, at the end you're supposed to be capable of soloing several massively powerful AVs and giant monsters in the same around (a la future incarnate you when unlocking the Alpha slot).

    Signature heroes and villains are already Lv54, the Incarnate system is a way for players to be just a epicy and signaturey as they are, and more!
  15. I'd love to see all or even some of those ideas to be done when Power pool customisation gets a pass, but there's just one thing.


    Not a booster, please not a booster!


    This kind of thing is reserved for when they do it in normal issues, much like the alternate animations for Blasts, Manipulation and Assault powersets we're getting with Issue 19. As a person who brought almost all the boosters myself and is willing to buy more, I cannot agree that things like these should be locked out to those who can buy it.
  16. I'd like to see Craftable temporary powers improved too, especially for one character who uses only temporary powers as his means of self-defence. Considering they're uncommon editions to someone's recipe list I'd want them to at least reach around about power-pool strength effects. I mean a baseball bat does more damage than a revolver? Pssh...!

    Temp powers can give heroes and villains abilities that would otherwise be impossible to take. Does Batman go into a villain's hideout without his gadgets when gameplay wise he'd most likely be a Martial-Arts/Super-Reflex character?

    People ignore temp powers much like they ignore powers like Brawl and the origin-permatemps. But when they're sucking on air after using all their end-expensive powers or can't reach that out-of-the-way Longbow flier, I'm the one laughing in the end.

    A suggestion to empower some or all of the craftable temporary powers? I'd have to say /signed
  17. Oneirohero

    Halloween Mobs

    The overpower issue is exactly why the developers design story arcs in intervals of five levels. An enemy can have all their powers scale up and down when needed but they have to make multiple versions of the same enemies in order for them to have different powers.

    Why do you think groups like the Hellions and Trolls stop at around Lv20, and why groups like the Council start off as gun-toting soldiers and start turning into Science-origin vampires and Werewolves. It's because certain enemies have set powers that don't scale in level and groups that span from 1-50 end up having different enemies spawning in later levels.

    Wasn't it in the recent massively dev-diary that up until recently they had to code enemies with multiple copies of the same power just to make them use it as often as intended?
  18. Permanent extra costume slot would be a great idea for a booster-pack I would think. It would mean people could start off at Lv1 with a character's civilian and super-clothing right off the bat, supposedly like real superheroes (and some villains)
  19. Thanks for the extra info on the subject je_saist, I knew nVidia didn't have much to do with Tessellation until recently but didn't quite know how many ATI cards used it. I also didn't know that Ultra-mode was focused on particular OpenGL versions too.

    Also, I've managed to recover the missing second video I was trying to link earlier and edited my post as such.
  20. Quote:
    Originally Posted by SenseiBlur View Post
    Okay, but see here's the problem. You forgot where he mentioned "Functioning game" As in, game on the market, heck even game in development using these techniques.

    Tech demos mean absolutely diddly squat because it does not count for the human element interacting with it. Might as well link Toy Story movies and ask why we can't have such lifelike graphics for MMOs.

    Don't mean to sound like a killjoy, but presenting something a bit more valid would help your case. I'm not even going to bring up the question of whether it would even be compatible with the City of Heroes engine at all.

    As a side note you just linked the same video twice.

    Don't get me wrong, I am an avid RPer and graphics hit right home to me just because beautiful scenery (and likewise grotesque scenery) is a great tool of immersion. I'd just want far more validity as Sam said.
    Ah crap, I knew I should have proof-read my thread some more! And I can't even find the link to the second video which totally invalidates the points of my post. Crap.

    EDIT: Restored missing link.
  21. There were some talk about a 'Beast Booster' which would most likely contain animal parts you're talking about. But when that booster will come out, if at all, and if with anything people are looking for, we don't know.

    Also expect a bunch of p****s to shoot your suggestion down for being remotely connected to anything furry, even if you're not one. And people shouting "City of furries". Even though some of us have legitimate character concepts that would work amazingly well with animal costume pieces but have to contend with such labels.

    The monstrous heads are a bit limited I must agree, I believe the lizard/dragon head is about the best one out of the bunch but none of them are as customisable as the human-shaped heads.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    I've been hearing about this since 2002. I have yet to see a single actual functioning game use it. I'd wait to see the tech solidify first, but sure - why not?
    http://www.youtube.com/watch?v=4G9an...eature=related

    This video from nVidia shows how using Tessellation, 0:22 shows what the basic surface looks like, and then by using the technique it sub-divides it many, many times until it pretty much looks like an ocean's surface in real life, while transmitting less information to the GPU, and like I mentioned before, it also affects things like terrain.

    http://www.youtube.com/watch?v=Q2jb3...ext=1&index=14

    Someone has done a video comparing 'Heaven', a test scene for DX11 and Tessellation and the frame-rates of it being Off and On side-by-side. You may have to watch it in 1080p and in full-screen to actually see the details


    At
    1:19 you'll see that tessellation can make a reasonably flat cobble-stone path looks like it's got big chunks of stone in it, more physical depth. The cornerstones of the house walls and also the tiling of the roof is also Tessellated too.

    More clearly visible at
    1:44. the stature of the dragon is Tessellated with it's spines protruding out from the left-tessellated figure compared to the untessellated one right. With finer spines running down it's tail, the tail tip even have some quite long yellow spines too!

    A close look at the roof-tiles at
    1:58, the small window on the right is completely flat untessellated but when it is, it even gets it's own window-frame of stone around it! Not only that but the shadows react to it as if it were really as deep as it appears tessellated.

    2:16
    A view under a bridge, you can see the very deep cobblestones in the path (a little too bumpy if you ask me), but you can also see where some stones jut out underneath the bridge.

    2:38
    The round porthole has an extruded frame around it with Tessellation.

    2:41
    You can see the cable to the right actually has ribbing around itself due to the extra detail given to it compared to the almost cylindrical appearance of the untessellated model.

    3:29
    Tessellation can even turn ramps into stairways with actual steps! Also the wall to the left shows the kind of bump-detail you can achieve.

    3:48
    Hard to see even at 1080p and full-screen, but the ropes you can see at this point are Tessellated too, to appear like they're really wrap-woven around in a twist rather than the plain cylinders in the untessellated view.

    -----


    These videos are at least proof that games are now at least capable of being able to use Tessellation to increase the amount of detail at a much lower performance cost than it would to really build models that detailed in the first place. From what I've read OpenGL supports Tessellation but it's turned off by default, you choose the geometry you want tessellated and then you set the degree of tessellation, which points out another thing, Tessellation can be scaled up and down, you can bump it up only one or two degrees if you really wanted to, or put it up really high if you can run it that way.


    Also to Rebel, yes, we did have a graphical upgrade with Ultra-mode in Issue 17. Ultra-mode is made mostly, if not completely of new and improved shaders for shadow-casting, water effects and reflections. 'Better things to do' is a poor augment because that just dismisses perhaps any suggestion anybody ever makes in this forum. "Why should they do this when they can do that? Why should they do that when they can do this? I'm not a graphical maniac like some people tend to be, but considering that Tessellation is a geometry SHADER, and we already got some new SHADERS in the last issue, why not discuss if it's a good idea before throwing it in the back-burner, eh?


    For those who really are graphical maniacs, maybe they'd want to stick around with the game a little longer if they had some more eyecandy to be amused at. It's not like I'm asking for models to be completely remade, since Tessellation already alters based on the original, with some mapping-work required admittedly. And whatever Paragon Studios can implement at a low-resource cost while getting good results will work in their favour when competitors show up.

    EDIT: The second link is just a duplicate and I cannot find the original, sorry for the confusion.
    EDITEDIT: Restored the original missing second link
  23. After ordering a new graphics card with DirectX 11 technology (Yes I know City of heroes is OpenGL-run, I'm not implying it uses Dx) and was reading up on the features included and came across a processing technique called Tesselation.

    To those who don't know what that means, it's apparently the tiling of a plane or surface by smaller sub-surfaces, which is done on the GPU but can also be enabled on geometry shaders as well, including that of OpenGL except on Nvidia cards (don't know why). The effect of tessellation is that it can make all kinds of models look so much more detailed by physically altering the model to physically appear detailed, not just look detailed from head-on like with Normal maps. One source I found said that Tessellation can not only enhance geometry but also increases performance! Allowing you to render things six times as fast and save more than 50% of your video memory, as well as the bandwidth saved from uploading less geometry. Though I believe those figures are the rendering-times of a tessellated high-quality model in comparison to a high quality model without it.

    I've seen pictures and video where you can create mountain ranges through tessellation alone (huge bumps) and also be able to smooth out the outline of objects (like if the Valkyrie shoulder armour was perfectly rounded instead of the barely-noticable breaks in roundness due to resolution size). Where people talk about water fidelity and tessellation they've shown videos where the ocean surface looks practically like it does in real life, no predictable waves or textures.


    But here comes the suggestion, with the advent of Ultra-mode, wouldn't it be great if Paragon studios tried to implement uses of Tessellations in their designs? When people complain about graphics they do talk about old models and such, why not use tessellation to add some extra physical detail to these models? Why not make the old flattish buildings stand out more with details? Round out purposefully roundish models, maybe even character faces with rounded eyeballs that don't end up stretching around when you mess with the brow slider? Since Ultra-mode is seen as optional into playing the game, wouldn't Tessellation give this game a bit of a graphical boost while not creating massive loads in comparison to other games?

    I'm not exactly a hardware/software technical person so I don't know how practical it would be to consider Tessellation into the game, and I really hope people read this paragraph and don't faceplant me for suggesting something I don't completely understand. But the basic benefit of Tessellation is that basically you can make smaller models appear just as good as regular models and make regular models even more detailed than you could reasonably transmit over a network like an MMO.

    But basically what I'm saying is, Tessellation for City of Heroes?
  24. Nothing holiday related from me, but one of my friends who I really wanted to play that weekend couldn't play with me because of unlucky timing.

    My first friend's graphic's card blew up on him, and since he's biased towards graphics and his hard-drive was buggy he decided not to play CoH until his card got replaced. Which was a shame because he was looking forward to playing again too.
  25. Ah, thank you all for your responses. I looked all over the forums but only got results on 'Ultra mode starts with blahblah card' but I didn't see anything about things like DirectX or OpenGL.